
Opis
PocketBase for Unreal Engine, Without the Networking Busywork
OpenPocketBase SDK is a free and open-source tool built entirely in C++ and exposes everything as plug-in-and-play blueprint nodes because I wanted PocketBase to feel like a natural part of Unreal Engine, not a collection of hand-written HTTP requests, JSON parsing, URL building, token management, and custom realtime code.
Links:
The plugin gives Blueprint and C++ projects a clean way to work with PocketBase records, authentication, files, realtime subscriptions, and custom API routes.
Getting started is straightforward i.e add your PocketBase URL in Project Settings, initialize the client from your Game Instance, choose a collection, and call nodes such as List Records, Create Record, Log In with Password, or Subscribe to Records. Async nodes have clear Success, Failed, and Cancelled paths, with structured errors when something goes wrong.
What You Can Build
OpenPocketBase SDK is useful for almost everything for your backend needs -
Player accounts
Profiles
Inventories
Leaderboards
Saved progress
Live configuration
User-generated content
Internal tools
Other features that need persistent backend data
Included Functionality
Create, read, update, and delete records
Filter, sort, paginate, select fields, and expand relations
Send transactional create, update, upsert, and delete batches
Authenticate with passwords, OTP, MFA, and OAuth2
Refresh sessions, log users out, and respond to session changes
Upload and download files with progress and cancellation
Access public and protected files
Subscribe to entire collections or individual records
Receive typed create, update, and delete events
Call custom GET, POST, PUT, PATCH, and DELETE routes
Send JSON, form, multipart, text, raw, and binary data
Helpful Blueprint Tooling
You can import your PocketBase schema into Unreal as an asset. Once assigned to a project profile, collection and field inputs become searchable dropdowns instead of loose strings. This provides better autocomplete, catches stale references, limits nodes to compatible collection types, and makes large Blueprints much easier to maintain.
Dynamic string-based APIs are still available when your schema is created at runtime. Blueprint receives the same underlying functionality as C++. It is not a reduced wrapper or a small set of convenience nodes.
Built With Real Projects in Mind
Each and every single request supports the following -
Cancellation
Timeouts
Bounded response sizes
Safe retries
Game-thread callbacks
Predictable cleanup
Structured errors
Realtime subscriptions include connection-state updates, reconnection handling, and resync signals when events may have been missed.
A separate development-only admin module is also included for trusted operations such as -
Managing collections
Managing settings
Viewing logs
Managing backups
Managing cron jobs
Running SQL queries
Temporary user impersonation
This module is excluded from Shipping builds by default.
Before You Get Started
OpenPocketBase SDK is a client integration. You will need to run PocketBase yourself or use a PocketBase hosting provider. It does not replace -
Unreal Engine replication
Multiplayer sessions
Dedicated game servers
Matchmaking
The current release also does not include an offline database or queued offline mutations. You may check the GitHub repo for more details: OpenPocketBaseSDK Github
Current Compatibility
Unreal Engine: 5.8
PocketBase: v0.39.11
Projects: Blueprint and C++
OpenPocketBase SDK is an independent community project and is not affiliated with, endorsed by, or maintained by PocketBase.

















